The Code Liberation Foundation Lecture 6: JavaScript and Phaser II. Phaser, Part II. Understanding more about Phaser

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1 Phaser, Part II Understanding more about Phaser

2 Today we ll learn about: How to use game states Animating objects Adding interactivity to your game Using variables to store important information

3 Game States

4 Game States Most games have at least 2 states. Main menu Gameplay

5 Game States In JavaScript, we can separate each game state into its own file. This makes our code easier to manage. MainMenu.js GamePlay.js

6 Game States In some games, you might want to separate the win and lose states from gameplay. MainMenu.js GamePlay.js WinState.js LoseState.js

7 Creating a Game State To create a main menu state, add it to the state list. This should be done near your game instance code so it applies globally. var game = new Phaser.Game(GAME_WIDTH, GAME_HEIGHT, Phaser.AUTO); //state is added below the game instantiation game.state.add('mainmenu', mygame.mainmenu); State name JavaScript object to reference

8 Starting your game with a state Command your game to begin with a certain state using the state.start() function. game.state.start('mainmenu'); State name

9 Switching game states You can also start another game state after the game begins. mygame.mainmenu = function(game) {} mygame.mainmenu.prototype = { preload: function() { /* stuff goes here */ }, create: function() { this.state.start('gameplay'); } }

10 Loading images

11 The preload() function Phaser needs to know what images to prepare before the game can be displayed. in a game with states: preload: function() { in a game without states: function preload() { //commands go here } //commands go here }

12 Loading Images There are several types of images in Phaser: image - static, no animation spritesheet - sprite with animation tilemap - environment objects

13 Locating image files All files should be referenced from the root, the main folder where your project is located. 'img/background.png'

14 Static images To load a static image, tell your game object to load an image. Within the parentheses, name the image so it can be referenced later, then tell Phaser where to find it in your folder. this.load.image('background', 'img/background.png'); Name of image Location of image file

15 Why do we use this instead of game? Loading and adding images should always be done in relation to the game object, which is referred to in mygame s GamePlay state function. var mygame = { GamePlay: function(game) {} };

16 Why do we use this instead of mygame? JavaScript s this allows you to create, reference, and modify an object s properties within the scope of a function. In this case, that object is game. var mygame = { GamePlay: function(game) {} };

17 Why do we use this instead of mygame? In games without multiple states, you can reference the game object directly. var game = new Phaser.Game(640, 960, Phaser.AUTO, ''{ preload: preload, create: create, update: update }); function preload() { game.load.image('sky', img/background.png'); }

18 Loading sprites Sprites require widths and heights since they might have multiple animation frames. The last two numbers are the sprite s width and height. game.load.spritesheet('player', 'img/player.png', 32, 64);

19 Using images

20 The create() function Once the preload function is complete, Phaser needs you determine how the game will start. in a game with states: create: function() { in a game without states: function create() { //commands go here } //commands go here }

21 The create() function The create() function lets you set up variables, objects, and the look of your game. function create() { mygame.score = 0; }

22 Drawing objects You can draw, or place, objects onscreen using Phaser s add.sprite() function. game.add.sprite(0, 0, 'background'); X, Y Name of image to use

23 Drawing objects For important things like your player character, you can define a global variable that can be referenced throughout the game s functions. mygame.player = game.add.sprite(30, 60, 'player');

24 Placing objects in dynamic locations Want to reference a location that might change? Use variables or JavaScript s Math functions. Using variables: GAME_WIDTH: 640; GAME_HEIGHT: 960; game.add.sprite(game_width, GAME_HEIGHT, 'player'); Using Math: game.add.sprite(100, Math.floor (Math.random() * 640), 'player');

25 Referencing an object s dimensions You can also reference the dimensions of your object when placing it in your game. game.add.sprite(24, this.height - 64, 'player'); 'this' refers to the sprite object

26 Animating objects Animate an object by adding to its animations list. mygame.character.animations.add('walk'); Animation name

27 Animating objects You can choose animation frames using brackets. mygame.character.animations.add('walk', [0, 1, 2]); 0 1 2

28 Animating objects To trigger an animation, use the play command. mygame.character.animations.play('walk',30,false); Animation name Loop animation? Framerate

29 Physics and collision

30 Physics Phaser has a set of systems called Physics that allow you to check when objects touch. You must enable physics for each object that will be checked. game.physics.enable(object, Phaser.Physics.ARCADE); Object name Type of physics must be in CAPS

31 Physics Phaser has 3 types of physics. Arcade: Phaser.Physics.ARCADE Ninja: Phaser.Physics.NINJA P2: Phaser.Physics.P2JS

32 Arcade Physics Treats all objects as rectangles. Quickest to load because it only has one type of shape.

33 Ninja Physics Allows for slopes and rotation. This means you can create curved shapes and ellipses.

34 P2 Physics You can make a full-fledged physics game with polygons, angles, and swinging like Angry Birds.

35 Using gravity in your game Want your game to have gravity? Enable a physics system for your entire game in the create() function. You can have horizontal & vertical gravity. game.physics.startsystem(phaser.physics.arcade); game.physics.arcade.gravity.y = 250; Physics type (lowercase)

36 Body settings All objects with enabled physics have a body, which allows you to modify physics-related properties. To add bodies to objects without physics enabled: game.physics.arcade.enablebody(mygame.object); Object to enable physics on

37 Body settings Want to move an object? Use the body.velocity.x or y property. In Phaser, the velocity defines movement in pixels per second. mygame.player.body.velocity.x = 150;

38 Body settings Want an object to ignore being hit by another object? Use the body.immovable setting. This is good for things like floors, blocks, and walls. mygame.player.body.immovable = true;

39 Body settings To stop objects from moving off screen, use the body.collideworldbounds setting. mygame.player.body.collideworldbounds = true;

40 Adding interactivity

41 Updating the Game Unlike preload and create, which only run once each, the update() function runs every frame. in a game with states: update: function() { in a game without states: function update() { //commands go here } //commands go here }

42 Updating the Game update() is where your player is told to move, the score is updated, and text changes. function update() { mygame.score += 1; }

43 Adding interactivity You can add interactivity to your game using a variety of input types: Keyboard Mouse Touch Gamepad

44 Keyboard input The keyboard input object allows you to create interactivity using keys. Enable the keys you want to use in the create() function using addkey(). var pausekey = game.input.keyboard.addkey(phaser.keyboard.p); Key to add from Phaser s list of keys

45 Keyboard input You can use the ondown event listener to trigger a function when a button is pressed. pausekey.ondown.add(pausegame, this); Function Object to reference in function

46 Keyboard input This code creates a global object that contains arrow keys: up right down left isdown checks if a key is down and returns a boolean value. var cursors; function create() { cursors = game.input.keyboard. createcursorkeys(); } function update() { if (cursors.left.isdown) { player.body.velocity.x -= 150; player.animations.play('left'); } }

47 Mouse/touch input Phaser checks if mouse or touch interactivity is available when this.input is used. game.input.ondown.add(startgame, this); Function Object to reference in function (game)

48 Mouse/touch location You can reference the location of the mouse or touch event using input.x and input.y. mygame.player.x = game.input.x; mygame.player.y = game.input.y;

49 Gamepad input Browser-based gamepad input is currently in the infancy stage. At the moment, Phaser supports Xbox 360 gamepad input in Chrome.

50 Gamepad input Phaser supports up to 4 gamepads. You can reference each using the input.gamepad object. pad1 pad2 pad3 pad4

51 Gamepad input This code creates the pad1 object & checks if its left d-pad button on is down. When the left button is down, player moves to the left. var pad1; function create() { pad1 = game.input.gamepad.pad1; } function update() { if(pad1.isdown(phaser.gamepad. XBOX360_DPAD_LEFT)){ player.x--; } }

52 Functions & Collision

53 Checking collision Using Phaser s physics, you can trigger a function when two objects overlap: game.physics.arcade.overlap(player, enemy, playerdies); Physics type (lowercase) Object 1 Object 2 Function to run

54 Global functions Global functions, or functions defined outside the scope of all objects & functions, can be called anywhere in your code. When a global function is called, JavaScript jumps to the definition and runs that code. GamePlay.js Game object preload create globalfunction(); update globalfunction(); globalfunction() definition do stuff;

55 Global functions This global function adds 1 to the score & destroys the meat object when it is touched by player. var eatmeat = function(player, meat) { // If meat is hit, remove it! meat.kill(); //increase score mygame.score += 1; }; The objects that collide are passed through via the function parameters.

56 Question How would you make the following scenarios from Super Mario Bros with functions and physics? 1. Jump 2. Touch enemy 3. Hit brick block 4. Hit? box 5. Touch flagpole

57 Groups

58 Groups Have an object you want to repeat onscreen and give the same properties? Make a group. mygame.mygroup = game.add.group();

59 Using Groups You can instantiate objects and add them to a group in multiple ways. Creating and adding a new object: // Create an object, name it, and add to group var item = mygame.mygroup.create(0, 0, 'item'); Adding an existing object: // Add an existing object to a group mygame.mygroup.add (groupitem);

60 Group Physics Want to add a Physics body to all the objects in your group? Use the enablebody property. mygame.mygroup.enablebody = true;

61 Collision with groups You can trigger functions when an object collides with a group. The function below is triggered when player collides with an object in mygroup. game.physics.arcade.collide(player, mygroup, hurtplayer); Group name

62 Question Why are groups useful in games? What kinds of purposes could you use groups for in a game?

63 Text

64 Displaying text To draw text on the screen, add it to the game. The text should be instantiated in create(). mygame.scoretext = game.add.text(90, 24, '0'); X, Y Text content

65 Styling text Style your text using the optional fourth parameter, the style object, which can have many properties. Inline: game.add.text(90, 24, '0', { fill: "#ccc" }); With a variable: var fontstyle = {fill: "#ccc"}; game.add.text(90, 24, '0', fontstyle);

66 Styling text Types of styles you can add to your text: font: "bold 32px Arial" / "20pt Times New Roman" fill: "#000" / "#000000" / "red" align: "center" / "left" / "right" stroke: "#000" / "#000000" / "red" strokethickness: 1 wordwrap: true wordwrapwidth: 100

67 Using variables with text You can use variables in text by replacing (or adding to) the third parameter. mygame.scoretext = game.add.text(90, 24, mygame.score);

68 Updating text In the update() function, you can change text using the settext() function. With a string: mygame.scoretext.settext("1"); With a variable: mygame.scoretext.settext(mygame.score);

69 Using variables with strings JavaScript literally lets you add variables to strings. mygame.scoretext.settext("score: " + mygame.score); string variable

70 To do: Make a small interactive game in Phaser. Use the things you learned in this lesson: States Art & animation Inputs Collision Groups Text

71 Thanks!

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